Pixel-Composer/scripts/node_hsv_channel/node_hsv_channel.gml

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function Node_HSV_Channel(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "HSV Extract";
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
outputs[| 0] = nodeValue("Hue", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
outputs[| 1] = nodeValue("Saturation", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
outputs[| 2] = nodeValue("Value", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
outputs[| 3] = nodeValue("Alpha", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
static processData = function(_outSurf, _data, output_index) { #region
surface_set_target(_outSurf);
DRAW_CLEAR
BLEND_OVERRIDE;
switch(output_index) {
case 0 : shader_set(sh_channel_H); break;
case 1 : shader_set(sh_channel_S); break;
case 2 : shader_set(sh_channel_V); break;
case 3 : shader_set(sh_channel_A); break;
}
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL;
surface_reset_target();
return _outSurf;
} #endregion
}